What is Universal Design: Definition, Overview, Principles

Universal Design is the design and composition of an environment so that it can be accessed, understood and used to the greatest extent possible by all people regardless of their age, size, ability or disability. An environment (or any building, product, or service in that environment) should be designed to meet the needs of all people who wish to use it. This is not a special requirement, for the benefit of only a minority of the population. It is a fundamental condition of good design. If an environment is accessible, usable, convenient and a pleasure to use, everyone benefits. By considering the diverse needs and abilities of all throughout the design process, universal design creates products, services and environments that meet peoples' needs. Simply put, universal design is good design.

Definition and Overview

The Disability Act 2005 defines Universal Design, or UD, as:

  • The design and composition of an environment so that it may be accessed, understood and used
    1. To the greatest possible extent
    2. In the most independent and natural manner possible
    3. In the widest possible range of situations
    4. Without the need for adaptation, modification, assistive devices or specialised solutions, by any persons of any age or size or having any particular physical, sensory, mental health or intellectual ability or disability, and
  • Means, in relation to electronic systems, any electronics-based process of creating products, services or systems so that they may be used by any person.

Universal Design should incorporate a two level approach:

  1. User-Aware Design: pushing the boundaries of 'mainstream' products, services and environments to include as many people as possible.
  2. Customisable Design: design to minimise the difficulties of adaptation to particular users.

With both levels in mind, it can also be helpful to view universal design at a micro and macro level.

Viewing Universal Design at the Micro Level

A single design feature or a simple product, designed so that it can be used by as many people as possible.

At this level, the designer is not expected to find one design solution that accommodates the needs of 100% of the population, as Universal Design is not one size fits all. Rather, designers are urged to explore design solutions that are more inclusive; those designs that push the boundaries as far out as possible without compromising the integrity or quality of the product.

If more than one option is available for a design feature, choose the more inclusive feature. For example, when installing a handle on a door, it is always better to opt for a lever handle, rather than a door knob, as the lever handle can be opened using the elbow or a closed fist, benefiting people carrying shopping bags as well as people with limited strength in their hands.

Viewing Universal Design at the Macro Level

At this level the designer has the opportunity to combine accessible and usable design features, with customisable or adaptable features, alongside more specialised design solutions that deal with the most extreme usability issues (see levels 1-3 above).

By stepping back from the individual features and looking at the product, service or environment as a whole, designers are in a position to investigate alternatives providing equivalent experiences to users.

Examples include a user-friendly website that meets web accessibility initiative's (wai) web content accessibility guidelines 2.0 (wcag 2.0), has a customisable user interface, and is compatible with assistive technologies.

From micro to macro, Universal Design has implications for the design of any single feature of a product, service or environment, as well as the design of that product, service or environment as a whole.

The 7 Principles

The 7 Principles of Universal Design were developed in 1997 by a working group of architects, product designers, engineers and environmental design researchers, led by the late Ronald Mace in the North Carolina State University.The purpose of the Principles is to guide the design of environments, products and communications. According to the Center for Universal Design in NCSU, the Principles "may be applied to evaluate existing designs, guide the design process and educate both designers and consumers about the characteristics of more usable products and environments." 

Principle 1: Equitable Use
The design is useful and marketable to people with diverse abilities.

Guidelines:
1a. Provide the same means of use for all users: identical whenever possible; equivalent when not.
1b. Avoid segregating or stigmatizing any users.
1c. Provisions for privacy, security, and safety should be equally available to all users.
1d. Make the design appealing to all users.

Principle 2: Flexibility in Use
The design accommodates a wide range of individual preferences and abilities.

Guidelines:
2a. Provide choice in methods of use.
2b. Accommodate right- or left-handed access and use.
2c. Facilitate the user's accuracy and precision.
2d. Provide adaptability to the user's pace.

Principle 3: Simple and Intuitive Use
Use of the design is easy to understand, regardless of the user's experience, knowledge, language skills, or current concentration level.

Guidelines:
3a. Eliminate unnecessary complexity.
3b. Be consistent with user expectations and intuition.
3c. Accommodate a wide range of literacy and language skills.
3d. Arrange information consistent with its importance.
3e. Provide effective prompting and feedback during and after task completion.

Principle 4: Perceptible Information
The design communicates necessary information effectively to the user, regardless of ambient conditions or the user's sensory abilities.

Guidelines:
4a. Use different modes (pictorial, verbal, tactile) for redundant presentation of essential information.
4b. Provide adequate contrast between essential information and its surroundings.
4c. Maximize "legibility" of essential information.
4d. Differentiate elements in ways that can be described (i.e., make it easy to give instructions or directions).
4e. Provide compatibility with a variety of techniques or devices used by people with sensory limitations.

Principle 5: Tolerance for Error
The design minimizes hazards and the adverse consequences of accidental or unintended actions.

Guidelines:
5a. Arrange elements to minimize hazards and errors: most used elements, most accessible; hazardous elements eliminated, isolated, or shielded.
5b. Provide warnings of hazards and errors.
5c. Provide fail safe features.
5d. Discourage unconscious action in tasks that require vigilance.

Principle 6: Low Physical Effort
The design can be used efficiently and comfortably and with a minimum of fatigue.

Guidelines:
6a. Allow user to maintain a neutral body position.
6b. Use reasonable operating forces.
6c. Minimize repetitive actions.
6d. Minimize sustained physical effort.

Principle 7: Size and Space for Approach and Use
Appropriate size and space is provided for approach, reach, manipulation, and use regardless of user's body size, posture, or mobility.

Guidelines:
7a. Provide a clear line of sight to important elements for any seated or standing user.
7b. Make reach to all components comfortable for any seated or standing user.
7c. Accommodate variations in hand and grip size.
7d. Provide adequate space for the use of assistive devices or personal assistance.

3 case studies on UD

Case Study 1: The Legal & General website

Legal & General, a UK supplier of financial services, were aware that their website was not designed to be as accessible and usable as it could be and in 2005 they undertook to improve the entire user-experience of their website.

Taking a user-centred approach, the site design involved identifying the needs of customers and existing challenges they faced when using the old site. They evaluated how customers use the site, using web analytics and relevant software. Finally, they carried out more general research on the needs of their customers, taking into consideration, for example that 3.2 million people in Britain have difficulty using inaccessible websites; 6 million have dyslexia; 1 person in 3 is over the age of 50; 3 million people speak English as a second language; 1.5 million lack basic language skills; and 5.2 million adults have sub-GCSE level English.

One immediate result of applying a more accessible, usable, and user-friendly design was a reduction in the time it takes for pages to load, with the pages on the new site taking one quarter of the time. Following the launch of the new website, Legal & General saw an increase of 13,000 visitors to their site each month. Online sales of insurance products increased by 90%. They saved £200,000 each year on website maintenance. And the entire project delivered 100% return-on-investment within just 12 months.

Case Study 2: OXO Good Grips range

The OXO Good Grips range of kitchen utensils began with a goal: to produce a vegetable peeler that was easy to hold and use, regardless of strength or manual dexterity (the ability to use the hands without difficulty).

After researching existing designs of a variety of handled products, the OXO creators tested their design solutions at various stages with members of the public. They made an effort to incorporate every type of hand and hand problem into this user-testing design phase. So people from different age groups, with different hand sizes, different manual strength and dexterity abilities all took part.

Consideration was also given to the appearance of the peeler. OXO did not want to create an unattractive product, or people would not want to buy it. So they also searched for a "beautiful and inviting" design.

As OXO state "when all users' needs are taken into consideration in the initial design process, the result is a product that can be used by the broadest spectrum of users." This good business argument has resulted in OXO applying a Universal Design approach when designing any of their kitchen products. The outcome of this approach has been the creation of an internationally recognised brand, and they have won over 100 design awards. As for profits, in 1991, two years after product development began, the company made $3 million in sales. Since then sales have increased by 50 percent each year.

Case Study 3: Tesco

At a meeting with the UK charity Royal National Institute of Blind People (RNIB) in 2000, supermarket giants Tesco were made aware that their website was not accessible to a considerable portion of the population. With the realisation that their current practice was excluding potential customers, they undertook to improve the accessibility and usability of their site.

In 2001, a new easy-access version of Tesco.Com was launched, making the online shopping service available to a higher number of customers. In 2002-3, the web-based business made a profit of £12.2 million - more than 30 times that made in the previous year.

Following the success of their separate Access site, Tesco then explored ways of integrating the two sites. In 2005, a new service was launched with one set of features through two portals. This has enabled their Access customers to access the full set of features and functionality available on the standard grocery site.

10 things to know about UD

1: Universal Design strives to improve the original design concept by making it more inclusive

It is a misconception that Universal Design results in a 'diluted' product that meets the needs of many people, but only to a limited degree. It does not involve a series of compromises to the detriment of the original design concept.

Universal Design promotes as inclusive a design as possible. However, features that enhance access or use by some people, should not hinder or diminish the user experience for others.

2: Universally Designed products can have a high aesthetic value

A product that is designed with function only in mind is not guaranteed to be attractive. Universal Design does aim to maximise the accessibility and usability of a product, so functionality is important. But Universal Design is not design based on functionality alone. A designer must also appreciate that the usability of a product can be influenced by its appearance.

The aesthetic usability effect suggests that people tend to find designs easier to use if they look easy to use. This is regardless of whether or not they actually are more usable!

3: Universal Design is much more than just a new design trend

Universal Design is not a design style or trend. Rather, it is an approach to designing that can be applied to any design style or trend. It is an orientation to any design process that starts with considering the needs of the user. Fashion, style and personal taste can still influence the appearance of an accessible and usable product.

4: Universal Design does not aim to replace the design of products targeted at specific markets

Universal Design does not aim to replace products that are currently available on the market. Designs targeted at a specific demographic (for example, designs aimed at teenagers) will not be adversely affected by a Universal Design approach. On the contrary, it could ensure that these products are designed to be as accessible and usable as possible by the target market at which they are aimed.

5: Universal Design is not a synonym for compliance with accessible design standards

The term Universal Design has been incorrectly used as a synonym for compliance with standards for accessible design. Equal rights and disability legislation prohibits discrimination on the basis of disability. Accessible design standards promote compliance with this legislation, by providing designers with specifications and minimum requirements which must be adhered to.

Firstly, Universal Design is not only applicable to the needs of people with disabilities, but to everyone, regardless of age, size, ability or disability. Secondly, Universal Design is not a list of specifications; it is an approach to design that considers the varied abilities of users.

6: Universal Design benefits more people than older people and people with disabilities

A common misconception regarding Universal Design is that it benefits only a few members of the population, such as older and disabled people. On the contrary, Universal Design aspires to benefit every member of the population by promoting accessible and usable products, services and environments.

No person operates with full capability for every activity for the duration of his or her lifetime. Accessibility or usability can be affected by, for example, a medical injury or condition (temporary, long-term or permanent), an unfamiliarity with a product or environment, a lack of understanding (e.g. In a foreign country), a physical attribute (e.g. Height, size), and so on.

A Universal Design approach aims to provide a design that takes into account these physical, behavioural, and other, factors. It appreciates that at some point, during some activity, every person experiences some form of limitation in ability. However, it should be added that a hypothetical person who does not experience a disability (in the widest definition of the word) during his or her lifetime will also benefit, at the very least from the positive user experience of simple and intuitive design.

7: Universal Design can be undertaken by any designer, not just the specialists

Universal Design is not necessarily a specialist subject. In truth, it can be applied by any designer. The first step is to adopt a user- or person-centred approach to designing. This requires an awareness and appreciation of the diverse abilities of people.

8: Universal Design should be integrated throughout the design process

Universal Design is not an add-on design approach. It cannot effectively or efficiently be applied at the end of the design process. It should be integrated into the design process from the very beginning.

9: Universal Design is not just about 'one size fits all'

Universal Design has been mistakenly described as the search for a one-size-fits-all design. Universal Design does encourage designers to consider the wide-ranging abilities of their users. And where possible, an optimal design that caters for as many people as possible should be sought after. But a more universal solution can also incorporate, for example, customisable features that can be adapted from user to user, smart features that learn a user's preferences after multiple uses (most relevant to ICT), and specialised solutions to meet particular needs.

The aim is to provide the same (or equivalent) experiences, activities and services to everyone. It is accepted that these may have to be provided through slightly different routes or interfaces, but designers should strive to create a design that does not exclude or segregate.

10: A Universally Designed product is the goal: Universal Design is the process

Universal Design is a process, not an outcome. It is not assumed or expected that a 100% universal solution will be achieved, or is achievable, for any given design. Rather Universal Design should be a goal that a designer strives to achieve.

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